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NGUI 3 Support / Valid Uses for Legacy Anchors
« on: October 10, 2014, 10:37:07 AM »
I came upon the need to use an anchor that didn't impact the size of an NGUI Panel. The position of my anchored object needs to be outside the boundaries of my rendered panel and by attaching a UIWidget, and thereby gaining access to the righteously cool new anchor system, the panel bounds change to include the new widget, which is of course the behavior you want 99.9% of the time. I could move my anchored, non UIWidget object out of the panel group, but for organizational purposes I'd prefer not to.
No complaints here, I'm just saying I need me the old UIAnchor on occasion for it's simplicity. The inspector warning makes it clear I shouldn't use them, but I couldn't come up with a new anchor alternative.
No complaints here, I'm just saying I need me the old UIAnchor on occasion for it's simplicity. The inspector warning makes it clear I shouldn't use them, but I couldn't come up with a new anchor alternative.

look like ArenMook's example. I spent a ton of time just now trying to justify my current project's organizational method. I still can't find a compelling reason to rebuild it all just to bury everything under the same root. My project would be the same mess, i'd just have to open the now singular root it's under to see it all. Of course I'm worried that half way through rebuilding I would run into problems that I can't predict until I've tried it, versus now, everything works great. Again, what would that gain except having to open one root object to see what amounts to the entire game's content?